You have to open the objectcreationlist.inc. There is the "ObjectCreationList OCL_SpawnSummonRogash" ,where you change the Count of the Troll and where you can delete the summon of Rogash.

For Building Rogash, you have to open the playertemplate.ini and then you have to add Rogash in the "BuildableHeroesMP" of Faction Angmar at the last place. Afterthat you have to change the commandset of the building, where you want to build him.For example the normal Angmarbarrackscommandset:

Ah yes, i did not really look into the screens, since this all pink thing happens also in this case, but youre angmar textures are shown, so there is another problem. Which program did you use to create the asset.dat? Is your new asset.dat bigger than the old one?

Could you give a link to that program? I only know Sy's asset builder, the asset cache builder from the BFME Mod SDK and Elvenriders updated Asset Tool. Never heard of a Asset Builder 2.0.I recommend you use Elvenriders Assethelper and the official asset cache builder from the SDK. Create a complete new asset.dat with only your assets via the asset chache builder, then combine your asset.dat with the Edain Mod through Elvenriders tool.

No. As said numerous times before: Do NOT edit the asset.dat from Rise of the Witchking! You need to use the one from BFME 2! Second: I have no idea which files you added to the asset.dat, but it looks like you only added the mod ones, you also need to add the ones from bfme 2. It is easier to use the option "append to existing asset.dat" and then save the file in the BFME 2 folder, so that the program uses the right asset.dat. You do not need to add the files form BFME 2 then.

It's a completely different folder, we can't see there where you have installed it. I have used the standard path, therefore I have my bfme II folder here:C:\Program Files (x86)\Electronic Arts\The Battle for Middle-earth (tm) II

You have just shown us the rotw folder, but there should be a second folder somewhere.^^

I have bought You already should have the game... You can't have rotw without bfme II.

First you have installed Bfme II. Afterwards you have installed rotw.

You have done those two steps already, as you wouldn't be able to play rotw otherwise. (its just an addon, not a 'stand alone'-game)

Therefore you have those two folders already on your pc.I can't give you a link, as I have bought the dvd and haven't downloaded it. (which is illegal, if you don't have bought it)Just search on your computer for the folder "The Battle for Middle-earth (tm) II" and you should find it.

Do you have used the normal rotw dvd?Then you have installed bfme II sometime earlier. It is impossible to play rotw without bfme, as most files are only in the bfme II folder and not the rotw folder.And edain also installs its asset.dat in the bfme II folder, not the addon folder. As your computer managed to install edain, you also have the bfme II folder.

As said before, it is easier to only add your new files to the asset.dat of Edain instead of adding all the Edain Content, you will for sure miss something. So just use the "attend to existing asset.dat" option in the asset builder and save the file in the BFME 2 folder, but with a different name, like asset_new.dat. Then rename the original asset.dat to something like asset_old.dat and the asset_new.dat to asset.dat.

when I asset.dat rename to asset_old.dat the game has pink screen, it's because I rename the other Asset? (why it is so difficult to add new models in Edain?! )

Jeah, sure, because there is no asset.dat which the game reads, thats why you rename your asset_new.dat to asset.dat. Just make sure not to overwrite the file, because the asset builder cant handle this.Well, it is not hard, I just think that the language barrier makes it hard for you